Closed robbiesaurus closed 3 months ago
I can reproduce the crash on master with the following backtrace:
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.3.rc.custom_build (a7a124a57d643103c882a781dfe1f3772363ecc7)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x42520) [0x7bec5c242520] (??:0)
[2] DynamicBVH::_remove_leaf(DynamicBVH::Node*) (/home/clayjohn/dev/godot/core/math/dynamic_bvh.cpp:105)
[3] DynamicBVH::remove(DynamicBVH::ID const&) (/home/clayjohn/dev/godot/core/math/dynamic_bvh.cpp:392)
[4] RendererSceneCull::_unpair_instance(RendererSceneCull::Instance*) (/home/clayjohn/dev/godot/servers/rendering/renderer_scene_cull.cpp:1880)
[5] RendererSceneCull::instance_set_base(RID, RID) (/home/clayjohn/dev/godot/servers/rendering/renderer_scene_cull.cpp:537)
[6] RenderingServerDefault::instance_set_base(RID, RID) (/home/clayjohn/dev/godot/servers/rendering/rendering_server_default.h:800)
[7] VisualInstance3D::set_base(RID const&) (/home/clayjohn/dev/godot/scene/3d/visual_instance_3d.cpp:148)
[8] CSGShape3D::_update_shape() (/home/clayjohn/dev/godot/modules/csg/csg_shape.cpp:304)
[9] void call_with_variant_args_helper<CSGShape3D>(CSGShape3D*, void (CSGShape3D::*)(), Variant const**, Callable::CallError&, IndexSequence<>) (/home/clayjohn/dev/godot/./core/variant/binder_common.h:309)
[10] void call_with_variant_args<CSGShape3D>(CSGShape3D*, void (CSGShape3D::*)(), Variant const**, int, Callable::CallError&) (/home/clayjohn/dev/godot/./core/variant/binder_common.h:419)
[11] CallableCustomMethodPointer<CSGShape3D>::call(Variant const**, int, Variant&, Callable::CallError&) const (/home/clayjohn/dev/godot/./core/object/callable_method_pointer.h:104)
[12] Callable::callp(Variant const**, int, Variant&, Callable::CallError&) const (/home/clayjohn/dev/godot/core/variant/callable.cpp:58)
[13] CallQueue::_call_function(Callable const&, Variant const*, int, bool) (/home/clayjohn/dev/godot/core/object/message_queue.cpp:221)
[14] CallQueue::flush() (/home/clayjohn/dev/godot/core/object/message_queue.cpp:270)
[15] SceneTree::physics_process(double) (/home/clayjohn/dev/godot/scene/main/scene_tree.cpp:492)
[16] Main::iteration() (/home/clayjohn/dev/godot/main/main.cpp:4070)
[17] OS_LinuxBSD::run() (/home/clayjohn/dev/godot/platform/linuxbsd/os_linuxbsd.cpp:962)
[18] /home/clayjohn/dev/godot/bin/godot.linuxbsd.editor.dev.x86_64.llvm(main+0x18e) [0x5e7572e5497e] (/home/clayjohn/dev/godot/platform/linuxbsd/godot_linuxbsd.cpp:86)
[19] /lib/x86_64-linux-gnu/libc.so.6(+0x29d90) [0x7bec5c229d90] (??:0)
[20] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x80) [0x7bec5c229e40] (??:0)
[21] /home/clayjohn/dev/godot/bin/godot.linuxbsd.editor.dev.x86_64.llvm(_start+0x25) [0x5e7572e54725] (??:?)
-- END OF BACKTRACE --
Based on the stack trace, this might be a duplicate of https://github.com/godotengine/godot/issues/80749 which might be fixed by https://github.com/godotengine/godot/pull/81069
It seems that https://github.com/godotengine/godot/issues/92615 and https://github.com/godotengine/godot/issues/69258 might also stem from the same problem
Hey @clayjohn thanks for the information. For future reference, how do I get a backtrace like the one you posted? I wasn't able to find logs anywhere...
Hey @clayjohn thanks for the information. For future reference, how do I get a backtrace like the one you posted? I wasn't able to find logs anywhere...
You get a backtrace like this from running a development build of the engine from the command line. I.e. a version you compiled manually
Superseded by https://github.com/godotengine/godot/issues/80749.
Tested versions
Reproducible in v4.2.2-stable_mono_win64
System information
Windows 10 - Godot 4.2.2 Stable Mono - Vulkan Forward+ - NVIDIA 3070
Issue description
Attempting to open a packed scene containing a noise shader crashes the editor without any logging.
However if this scene is created from scratch (creating the mesh then assigning the noise shader), it works fine.
The editor will only crash after this scene has been created, saved to the file system as a packed scene, restarting your PC then trying to open the packed scene.
Steps to reproduce
Minimal reproduction project (MRP)
ShaderBug.zip